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Anyone else not seeing it work. Specifically...

Spell combat does not appear to function as a "Dual weapon attack" at no time does the to hit penalty appear. nor do characters cast simultaneously with melee attatck. Character stop cast the spell and then attack with both the spell and melee. but it clearly adds the casting time to the action timer, rather than doing so concurrently...spell strike seems to do the same but this is offset somewhat by the spell being held for several attacks and discharged only on a hit

is this another "Hidden" mechanic of the game or is it not working?
This question / problem has been solved by InEffectimage
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Mastererrant: Anyone else not seeing it work. Specifically...

Spell combat does not appear to function as a "Dual weapon attack" at no time does the to hit penalty appear. nor do characters cast simultaneously with melee attatck. Character stop cast the spell and then attack with both the spell and melee. but it clearly adds the casting time to the action timer, rather than doing so concurrently...spell strike seems to do the same but this is offset somewhat by the spell being held for several attacks and discharged only on a hit

is this another "Hidden" mechanic of the game or is it not working?
it is working when you are in melee as it requires full action. if you cast, then move you will hit on your next turn. in my experience best results are achieved when you put some touch spell on auto-cast. and no, standard action and full action are not hidden mechanics. it's standard PF rules.
you also can't use spells that require more than 1 round to cast that way. it is specified in description of the skill.

Quote:
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.
Post edited October 23, 2018 by InEffect
avatar
Mastererrant: Anyone else not seeing it work. Specifically...

Spell combat does not appear to function as a "Dual weapon attack" at no time does the to hit penalty appear. nor do characters cast simultaneously with melee attatck. Character stop cast the spell and then attack with both the spell and melee. but it clearly adds the casting time to the action timer, rather than doing so concurrently...spell strike seems to do the same but this is offset somewhat by the spell being held for several attacks and discharged only on a hit

is this another "Hidden" mechanic of the game or is it not working?
avatar
InEffect: it is working when you are in melee as it requires full action. if you cast, then move you will hit on your next turn. in my experience best results are achieved when you put some touch spell on auto-cast. and no, standard action and full action are not hidden mechanics. it's standard PF rules.
you also can't use spells that require more than 1 round to cast that way. it is specified in description of the skill.

Quote:
If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.
I can actually see the melee timer reset when I cast a spell in close combat. And I read the description both hee and on the PF site. I use one of he cantrip ray attacks on automatic mode since spells cast that way Do not reset the melee timer. In tough fights I set one of te touch spells on auto